Memories on Magnetic Tape – On 13 Sentinels: Aegis Rim

I have a difficult relationship with nostalgia. Specifically, I don’t want my memories to be sold back to me, and that’s usually how nostalgia is represented by pop culture – it’s a product.

But we are all nostalgic for more than the media of our youth. The shining white tile of the elementary school halls, the seemingly endless chain of the best swings, that one worn down cushion in the middle of the old blue couch that was always there for over a decade – and then it was gone. Replaced. Too old, too weathered by kids running across the top of it. Those memories have a specific texture that don’t wear away with time. They are feelings that can’t be repackaged to capitalize on cycle exploited by cynical marketing experts that are ready and waiting to cash in on a Harry Potter reboot simply because it’s a hot property.

Memory is not a product. It can not be contained and packaged in a cardboard box, nor can it be contained in a photograph. Even the knife edge of hard times can be betrayed by a simple image.

Still, so many memories seem to bask in the glimmer of memory, perfectly illuminated by beautiful sunlight, ever present, glorious and golden.

It is in this glow that we meet and become familiar with the cast of Vanillaware’s 13 Sentinels: Aegis Rim. .

Maps of Memories Lost

13 Sentinels is, first and foremost, a visual novel. While there is a deep turn based strategic RPG in the mix, players will spend the majority of their play time in the Remembrance mode, recollecting the story as viewed by thirteen protagonists, and trying to assemble an understanding of eons of conflict that forms the story. From the outside, the premise is familiar: a group of teenagers are thrust into combat with an alien threat, armed with massive mechs. There are dozens upon dozens of these tales filling out the history of anime – especially from the nineties.

This is in place before a handful of movie references start falling into place, such as Exterminator 2 and EXT, the latter of which accompanies an homage to the film. The in-universe 1954 film Mighty Kaiju Deimos echoes the genre of films that produced Godzilla, and a massive video game was made to celebrate the 200th anniversary of that film, Deimos, for the VS4. The VS4 box art bears the Vanilaware logo as well, in case you thought that the studio was going to leave itself out of the metanarrative fun. Sci-fi literature such as The War of the Worlds and 2001 are also sourced as well. The first kaiju the player sees is an obvious reference for anyone who knows of the H.G. Wells tripods.

It might seem crass from the outset to frame up this soup of sci-fi tropes with classics of the genre, especially through the lens through which I usually look at media. But it’s fine enough, barely distracting against the large cast of characters and the challenges they are set to face over the course of the next 25-30 hours. Once the prologue chapters are all explored, players are set to unwind the tangled relationships and identities at the core of the story. Stories that start familiar are eventually twisted, expectations are subverted. Speaking personally, my understanding of the world in the game shifted constantly until about half way through as I scanned over the plot maps and hunted for the clues necessary to find a new path on the plot map.

But this isn’t a review. I’m not here to elaborate on the quality of the storytelling – though it is a great story, and a great game.

I want to talk about Juro Kurabe.

A Mind in a Plastic Case

Many from my generation like to reminisce about going out to rental shops and pick up a few movies to watch. Some might remember going to Blockbuster Video, but we didn’t have that chain. In my hometown, we had Bazooka Video, but my family didn’t rent there until I was in high school. We usually went to Video Wiz in the next town over. It was infrequent, though. We didn’t rent many movies when I was a kid, and my own love for cinema didn’t blossom until I was in high school, deepening further when I went to college and made friends with someone who still knows more about film than I ever will.

Still, the early conversations and interactions between Juro Kurabe and Kyuta Shiba are familiar. It starts as a mutual appreciation for science fiction films, dodgy television shows about UFOs being caught on tape, and even video games. They’re the conversations many of us had when we were younger, born from a pre-internet time. Kyuta gives Juro movies to watch, and they talk about them after class. It’s what we did in our youth, before everything went to streaming and having a DVD collection became a weird thing that visitors associate with you.

I am going to try to talk around spoilers here, but be aware that the impact of certain plot reveals may be lessened if you carry this next part into your play of the game.

Juro Kurabe’s memory is filled with all of our favorite science fiction films, a life experience inferred from countless classic scenes. He’s in a time travel story about an alien invasion fended off against with robots. He dreams of his classmate fighting by his side in the climactic assault on the Cyberdyne Labs from Terminator 2: Judgement Day. The homages are blatant, depicting what we recall as heroic scenes, casting Juro in the center of those familiar stories.

And then the other foot drops. Juro has had a complicated life, fraught with tragedies set across more than one of the time periods depicted throughout the story. What remains of Juro is a mesh of the young sci-fi nerd, going to school, hanging out with his friends playing video games and watching movies, and the solider fighting against a threat that has been made entirely real to the player. Putting Juro back together, making him into a whole person in any capacity, means coming to terms with those memories and their origin. The heroic, cinematic memories, eventually decay into a dreadful reality. Again, I don’t want to say too much.

Everything familiar about 13 Sentinels twists into tragedy. The ET homage breeds sadness in the truth about the little mecha-drone that stands in for Spielberg’s alien. The time travelling backbone of the story spells disaster for the earth that everyone believes they know well. The mechs aren’t the devices that anime fans have seen a thousand times. Every sub-genre and trope is here, but rarely is it there for comfort and joy.

Synthetic Damages

13 Sentinels, despite it’s heavy handed use of familiar tropes, explores the idea of memory being interrupted by outside influence through several characters. Juro Kurabe’s external force comes in the form of a comfortable memory for some player’s youth. It’s not quite so gentle for the other characters suffering the affects of the Deimos Code. Nevertheless, these characters (not mentioned to keep up as much of the experience as I can muster – I really think you should check this game out) all experience the most intricate and looping stories in the game, requiring specific item and character flags to be tagged on each run in order to proceed down a different path in the story. It is entirely possible to replay entire sequences and not see new developments.

The entire narrative of 13 Sentinels is told out of sequence, requiring the player to piece much of the story together on their own as it progresses. Some stories overlap, especially towards the end of each arc. There’s a ludonarrative harmony in play that sells the entirety of the experience. The sense of mystery that keeps the experience moving between every To Be Continued and sequence unlock returns to the idea of rebuilding the memories of the sentinel pilots, even those that haven’t suffered similarly to Kurabe or Shinonome.

The relief was never found in the familiar. Certainly the game does end on an emotional high point, following an intense battle between the sentinels and the mechanical kaiju threatening humanity, but the happy ending is not found in the epilogue where everyone reconvenes at the high school. A new world awaits the survivors of the fall of humanity, rich with new experiences.

But 13 Sentinels is aware that nostalgia is neither positive nor negative. The sentinel pilots are born to thrive and rebuild, but they carry memories of lives long lived. They are still happy to retread the memories of everything that brought them together. New experiences await over that golden horizon, and there is no happier ending than knowing that the journey isn’t over.

A Short Piece On A Thing I Didn’t Like…

…that I won’t name.

Because let’s face it – No one who already likes said thing will be convinced by the following comments, nor do I care to try to convince them. Everyone who likes this thing are well within their rights to that opinion. I’m happy they liked it. But I have a bone to pick with our pop culture landscape, and this is my grounds to poke and prod at it until it’s out of my head for a while. This is also a place where I don’t edit my thoughts, and can just prattle on to my hearts content.

So…let’s talk about film criticism.

I do not, as a rule, have a problem with Rotten Tomatoes. At it’s best, it is a platform to reach a large collection of individual movie reviews across a great number of websites. When I actually want to read up on how film critics are talking about a movie, I will usually click my way up to a few reviews, both positive and negative, and see what the consensus might be. I don’t do this very often, however, as I tend to find film critics whose writing I enjoy and follow them on Twitter so I can see their work when it comes out. There aren’t many, because I don’t dedicate as much time and attention to film writing as I really should. Still, it’s a craft that I appreciate. Likewise, having another lens from which to view a movie is incredibly worthwhile.

However, it seems like there is a vocal portion of the internet that wields Rotten Tomatoes as a weapon. Either a positive critical response is an endorsement of the thing they like, or they break out the audience score as proof that critics are “out of touch” or something similar. Unfortunately it’s far simpler than that: not everyone likes the same stuff, and film critics aren’t writing specifically to please.

Also, this usually happens with tentpole genre films adapted from massive pop culture properties.

There are a wealth of websites and YouTube channels dedicated to mining material from these films, dissecting every frame of a trailer and piece of marketing from the first reveal of the movie until it hits the big screen. The conversation becomes centered around these micro-analyses of references to source material, connections to larger cinematic universes, proposals for cinematic universes, or theorization about what the movie will do or expand for the inevitable sequels. It’s a marketplace of hype too out of control to contain, but easily ignored if you are, like me, exhausted by the general state of fandoms and how some people in those fandoms explore their love of the properties they love. I enjoyed the Guardians of the Galaxy movies quite a bit, but I don’t need to watch the trailer fifty times to count the threads in Cosmo’s uniform for comic accuracy or even determine which artist interpretation was the primary influence on the production design.

At the end of the day, a film has to be judged on its own qualities. No volume of “respect for the source material” can fix a movie’s other problems.

I’ve written at length about fan service on this blog, and I still feel like our collective love for stories and characters is utilized not to give us new reasons enjoy the art we cherish, but to repackage it, to market those existing ideas anew. This is why the hundreds of tweets I’ve read about the number of easter eggs packed into a movie did little more than turn my stomach.

References do not make characters. They do not improve a narrative. They are window dressing for IGN to make videos about, for Screen Rant to compile listicles over. They are, in this specific context, about marketing first and foremost, designed to cater to rabid fans.

When fans rave over these references, these images that flicker around the protagonists of a film and fill visual space on their journey, I can’t help but wonder if they noticed how the narrative is devoid of meaning, or how the characters don’t grow and change by the end. I wonder if the spectacle alone was enough for them rather than needing to care the people at the center of the fray. And spectacle isn’t a problem in itself, as numerous movies can do both with aplomb.

Adaptation of any medium requires a great deal of effort. What works for one doesn’t necessarily work for another. Transplanting the bits and pieces is rarely enough in the best of cases, and changes to the source material are necessary. In regards to the movie I’m talking around, the recognizable aspects of the source material were brought over to a fault, and that fault is the characters. There was no emotional hook for the people on screen, no internal struggles to truly overcome. So while I can appreciate the production design, I wonder why the writing just completely skipped over the heart of the story, and left me completely cold. It’s not because of the target audience – I watched Puss in Boots: The Last Wish back in January and thought it was incredible (which still astonishes me considering it’s the sequel to a spinoff from a series that had already grown stale.)

I’m pretty sure I’ve given myself away with the last paragraph, but no matter. At the end of the day, I’m thankful that 2022 brought films like Nope and Everything, Everywhere, All at Once to the screen with wild success. I smile knowing that I can go see the new Mokoto Shinkai film at my local theater rather than waiting for the Blu-ray to come out. It’s not a bad time to be into film. While too many studios still play it safe, there are some who are producing genuinely incredible movies that I am excited to see, and to be able to say that after the last decade of pop culture junk food crowding the cinemas is so damned special. Maybe I’ll even find the time to go see Flowers of the Killing Moon when it comes to theaters!

But the very people who want to count references will discount the critical success of those films, and will focus on how the critics are just wrong about the thing they liked, and the cycle will continue on when the next Big Thing comes to theaters.

And that just makes me tired.

Addendum

Comic books adapt easily to film. They are already works of fiction that attempt to tell long stories in both serialized and contained forms. They have a legacy for great storytelling dating back decades as the medium grew into maturity.

Video games, however, resist adaptation. While some stories in games are cinematically presented and adapt easily because of that presentation, the big names in the medium are not. The story in many games will not have enough material with which to draw a complete story onto the screen. The real story in those games are between the player and the game itself. And that is fine. Each medium has its merits, and are capable of beautiful works of art. But this does not mean that Disco Elysium or What Remains of Edith Finch? would make for great cinema. The medium they are told in is part of why those stories are as bold and wonderful as they are.

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